Patentable/Patents/US-11948431
US-11948431

Incentivized task completion using chance-based awards

PublishedApril 2, 2024
Assigneenot available in USPTO data we have
Inventorsnot available in USPTO data we have
Technical Abstract

A game provided to users of a game space may include a task to be performed by the users. A plurality of virtual chance items may be composed. Individual ones of the virtual chance items may be configured to be activated by the users in the game space to obtain virtual awards in the game space. The virtual awards may include one or more primary awards and one or more secondary awards. Composing the virtual chance items may include determining probabilities that the individual virtual chance items will provide a primary award and/or a secondary award upon activation. The virtual chance items may be distributed to the users that complete the task responsive to these users completing the task. The virtual awards may be provided to the users in accordance with the probabilities assigned to the virtual chance items in response to the users activating the virtual chance items.

Patent Claims
16 claims

Legal claims defining the scope of protection. Each claim is shown in both the original legal language and a plain English translation.

Claim 2

Original Legal Text

2. The system of claim 1, wherein providing the primary award to the first user includes adding the primary award to the first inventory.

Plain English Translation

A system for managing virtual awards in an online gaming or social platform addresses the challenge of efficiently distributing and tracking rewards among users. The system includes a server that processes user interactions, such as completing tasks or achieving milestones, and determines eligibility for awards. When a user qualifies for a primary award, the system provides the award by adding it to the user's inventory, which is a digital storage space for virtual items. The inventory is accessible to the user and may be displayed within the platform's interface. The system ensures that awards are securely allocated and prevents unauthorized access or duplication. Additionally, the system may track award expiration dates, usage limits, or other conditions associated with the awards. The inventory management component allows users to view, organize, and utilize their awards, enhancing engagement and motivation within the platform. The system may also support secondary awards or bonuses, which are distributed based on additional criteria or user actions. The overall solution improves reward distribution efficiency and user experience in digital environments.

Claim 4

Original Legal Text

4. The system of claim 1, wherein the first and second probabilities assigned to the first virtual chance item are based on which ones of the one or more specific actions have been completed.

Plain English Translation

This invention relates to a system for managing virtual chance items in a digital environment, such as a game or interactive application. The system addresses the problem of dynamically adjusting the likelihood of obtaining virtual rewards based on user actions, ensuring engagement and fairness. The system includes a virtual chance item, such as a loot box or reward pool, containing multiple potential outcomes. The system assigns probabilities to these outcomes, where the probabilities are dynamically adjusted based on user actions. Specifically, the system tracks whether certain predefined actions have been completed by the user. The probabilities for the virtual chance item are then updated in real-time, increasing or decreasing the likelihood of certain outcomes depending on which actions have been performed. For example, if a user completes a specific task, the system may increase the probability of obtaining a high-value reward, while decreasing the probability of lower-value rewards. Conversely, if certain actions remain incomplete, the system may adjust probabilities to encourage those actions. The system ensures that the probabilities are recalculated and applied each time the virtual chance item is accessed, providing a personalized and adaptive reward experience. This approach enhances user engagement by tailoring rewards to individual progress, while maintaining fairness by dynamically balancing probabilities based on completed actions. The system is particularly useful in games, loyalty programs, or any interactive platform where rewards are distributed probabilistically.

Claim 5

Original Legal Text

5. The system of claim 1, wherein the first and second probabilities assigned to the first virtual chance item are determined based on a number of the users that complete the one or more specific actions.

Plain English Translation

This invention relates to a system for managing virtual chance items in a digital environment, such as a game or social platform, where users can obtain virtual items through chance-based mechanisms. The problem addressed is ensuring that the distribution of these items remains fair and engaging while maintaining user interest through dynamic probability adjustments. The system assigns probabilities to virtual chance items based on user engagement metrics, specifically the number of users who complete one or more specific actions. These actions could include logging in, making purchases, or interacting with certain features. The system dynamically adjusts the probabilities of obtaining a particular virtual item based on how many users have already completed these actions, ensuring that the item remains accessible but not overly common. This prevents the item from becoming either too rare or too abundant, which could reduce user engagement. The system also includes mechanisms to track user actions and update probabilities in real-time, ensuring that the distribution remains balanced. By tying the probabilities to user behavior, the system encourages continued participation while maintaining a sense of fairness and unpredictability. This approach helps sustain long-term user interest in the digital environment.

Claim 6

Original Legal Text

6. The system of claim 1, wherein the one or more processors are configured by machine-readable instructions to modify the first and second probabilities assigned to the first virtual chance item based on virtual awards provided to other ones of the users through other virtual chance items.

Plain English Translation

This invention relates to a system for managing virtual chance items in a multiplayer gaming environment, addressing the challenge of dynamically adjusting reward probabilities to maintain fairness and engagement. The system includes one or more processors configured to assign probabilities to virtual chance items, which are digital assets or opportunities that users can obtain or interact with in a game. These items may represent rewards, abilities, or other in-game features with varying likelihoods of being awarded. The system modifies the probabilities assigned to a first virtual chance item based on virtual awards provided to other users through different virtual chance items. This adjustment ensures that the distribution of rewards remains balanced and prevents any single item from becoming overly dominant or unfairly advantageous. The modification may involve increasing or decreasing the probability of the first item being awarded, depending on the distribution of awards to other users. This dynamic adjustment helps maintain a competitive and engaging experience for all players by preventing monopolization of certain rewards and promoting diversity in the items available to users. The system may also track user interactions with virtual chance items to refine probability adjustments over time, ensuring long-term fairness and sustainability in the gaming environment.

Claim 7

Original Legal Text

7. The system of claim 6, wherein the one or more processors are configured by machine-readable instructions such that the first and second probabilities assigned to the first virtual chance item are modified based on a threshold number of the users to be provided with a primary award.

Plain English Translation

A system for managing virtual chance items in a gaming or reward distribution platform addresses the challenge of dynamically adjusting award probabilities to ensure fair and controlled distribution of primary awards. The system includes a processor that assigns initial probabilities to virtual chance items, which represent potential rewards or outcomes. These items are distributed to users based on their assigned probabilities. The system further modifies these probabilities based on a threshold number of users who are to receive a primary award, ensuring that the distribution aligns with predefined fairness or business rules. For example, if the threshold indicates that only a limited number of users should receive the highest-tier reward, the system adjusts the probabilities of the corresponding virtual chance items to restrict or expand the pool of eligible users. This dynamic adjustment helps maintain balance in reward distribution, preventing over-concentration or under-distribution of primary awards. The system may also track user interactions with the virtual chance items to refine probability adjustments over time, improving the accuracy and fairness of the distribution process. This approach is particularly useful in online gaming, loyalty programs, or promotional campaigns where controlled and equitable reward distribution is critical.

Claim 8

Original Legal Text

8. The system of claim 1, wherein the one or more processors are configured by machine-readable instructions such that, responsive to an amount of the users that complete the one or more specific actions being greater than a threshold number of the users to be provided with a primary award, the second probability is initially a non-zero value.

Plain English Translation

This invention relates to a system for incentivizing user engagement through probabilistic rewards. The system addresses the challenge of motivating users to perform specific actions, such as purchases, registrations, or interactions, by dynamically adjusting reward probabilities based on user participation. The system includes one or more processors configured to monitor user actions and distribute awards based on predefined criteria. When a threshold number of users complete the specified actions, the system ensures that the probability of receiving a secondary award (a non-primary reward) starts at a non-zero value, increasing the likelihood of engagement. This mechanism balances fairness and incentive, preventing users from being discouraged by overly low initial reward probabilities while still maintaining a structured reward distribution. The system may also include additional features, such as tracking user behavior, adjusting probabilities in real-time, and providing multiple tiers of awards to sustain long-term engagement. The invention is particularly useful in digital platforms, gaming, or marketing campaigns where user participation is critical to success.

Claim 9

Original Legal Text

9. The system of claim 8, wherein the primary award is greater in value than the secondary award with respect to one or more criteria associated with the game.

Plain English Translation

A system for awarding prizes in a game, where the primary award is of higher value than the secondary award based on one or more criteria associated with the game. The system includes a game interface that presents a game to a player, where the game involves one or more game elements that the player can interact with. The system also includes a prize determination module that evaluates the player's performance or interactions with the game elements to determine whether the player qualifies for a primary or secondary award. The primary award is assigned a higher value than the secondary award based on predefined criteria, such as the player's skill level, the difficulty of the game elements, or the rarity of achieving certain outcomes. The system further includes an award distribution module that provides the determined award to the player upon meeting the criteria. The system may also include a tracking module to monitor player progress and adjust the criteria dynamically to maintain game balance or fairness. The primary award may be a larger monetary prize, a higher-tier reward, or a more desirable in-game item compared to the secondary award. The system ensures that the primary award is always of greater value, ensuring a clear distinction between the two award tiers.

Claim 10

Original Legal Text

10. The system of claim 1, wherein the first virtual chance item includes one or more virtual goods that are purchasable and/or tradable within the game.

Plain English Translation

This invention relates to a virtual gaming system that incorporates purchasable and tradable virtual goods as part of its gameplay mechanics. The system provides a platform where users can engage with virtual items that have real-world economic value, allowing them to buy, sell, or exchange these items within the game environment. These virtual goods may include digital assets such as in-game currency, weapons, skins, or other collectibles that enhance gameplay or provide aesthetic customization. The system enables transactions between players, facilitating a virtual economy where the value of these goods is determined by supply, demand, and player interactions. By integrating purchasable and tradable virtual items, the system enhances player engagement and monetization opportunities while creating a dynamic marketplace within the game. The invention aims to solve the problem of limited player retention and revenue generation by introducing a robust virtual goods economy that incentivizes continued participation and investment in the game.

Claim 12

Original Legal Text

12. The method of claim 11, wherein providing the primary award to the first user includes adding the primary award to the first inventory.

Plain English Translation

A system and method for managing virtual awards in an online gaming or social platform addresses the challenge of efficiently distributing and tracking virtual rewards among users. The invention provides a structured approach to awarding and managing virtual items, ensuring transparency and fairness in their allocation. The method involves detecting a triggering event, such as a user achieving a specific milestone or completing a task, and then determining an eligible user to receive a primary award. The primary award is then provided to the eligible user by adding it to their virtual inventory, which is a digital storage system that tracks the user's owned virtual items. The system may also include secondary awards, which are distributed to other users based on predefined criteria, such as their proximity to the triggering event or their participation in related activities. The method ensures that awards are distributed in a timely and organized manner, enhancing user engagement and satisfaction. The invention may be implemented in various online platforms, including social networks, gaming environments, or virtual marketplaces, where virtual rewards play a significant role in user interaction and motivation.

Claim 14

Original Legal Text

14. The method of claim 11, wherein the first and second probabilities assigned to the first virtual chance item are based on which ones of the one or more specific actions have been completed.

Plain English Translation

This invention relates to a system for managing virtual chance items in a digital environment, such as a game or interactive application, where users can engage with virtual items that have probabilistic outcomes. The problem addressed is the need to dynamically adjust the probabilities of outcomes for virtual chance items based on user actions, ensuring fairness and engagement while maintaining unpredictability. The method involves assigning probabilities to different outcomes of a virtual chance item, where the item can produce one or more specific actions or effects. The probabilities for these outcomes are determined by tracking which of the one or more specific actions have already been completed by the user. For example, if a user has already triggered certain actions, the system may adjust the probabilities to favor different outcomes, preventing repetition and enhancing variety. The system may also include a user interface that displays the virtual chance item and allows the user to interact with it, triggering the assigned probabilities to determine the outcome. Additionally, the method may involve generating a visual representation of the virtual chance item, such as an animation or graphical effect, to enhance user engagement. The system may also track user interactions over time to refine probability assignments, ensuring that the experience remains dynamic and responsive to user behavior. The overall goal is to create a balanced and engaging interaction where the probabilities of outcomes adapt based on prior user actions, improving user satisfaction and retention.

Claim 15

Original Legal Text

15. The method of claim 11, wherein the first and second probabilities assigned to the first virtual chance item are determined based on a number of the users that complete the specific action.

Plain English Translation

This invention relates to a system for managing virtual chance items in a digital environment, such as a game or application, where users can interact with virtual items that have probabilistic outcomes. The problem addressed is the need to dynamically adjust the probabilities of outcomes for virtual chance items based on user engagement, ensuring fair and balanced participation. The system assigns probabilities to virtual chance items, where each item has a first probability of being selected and a second probability of triggering a specific action upon selection. The first and second probabilities are determined based on the number of users who complete the specified action, ensuring that the system adapts to user behavior. For example, if fewer users complete the action, the probabilities may be adjusted to increase the likelihood of selection or action completion, thereby encouraging engagement. Conversely, if many users complete the action, the probabilities may be reduced to maintain balance. The method involves tracking user interactions with the virtual chance items, analyzing the completion rates of the specified action, and dynamically updating the probabilities in real-time. This ensures that the system remains responsive to user behavior while maintaining fairness and preventing exploitation. The system may also include additional features, such as limiting the number of times a user can interact with a virtual chance item or restricting access based on user eligibility criteria. The overall goal is to create an engaging and equitable experience for all users.

Claim 16

Original Legal Text

16. The method of claim 11, comprising modifying the first and second probabilities assigned to the first virtual chance item based on virtual awards provided to other ones of the users through other virtual chance items.

Plain English Translation

This invention relates to a system for dynamically adjusting probabilities in a virtual chance-based gaming or reward system. The problem addressed is ensuring fairness and engagement by modifying the likelihood of winning based on external factors, such as awards given to other users. The method involves a virtual chance item assigned to a user, where the item has a first and second probability of triggering a reward. These probabilities are adjusted based on virtual awards provided to other users through different virtual chance items. The adjustment ensures that the system remains balanced and responsive to external conditions, such as the distribution of rewards among multiple users. The method may also involve tracking user interactions, such as clicks or selections, to determine when to modify the probabilities. Additionally, the system may include a virtual chance item generator that creates new items with predefined probabilities, which are then dynamically adjusted based on real-time data. The goal is to maintain a dynamic and engaging experience while preventing unfair advantages or disadvantages for individual users. The system may be part of a larger gaming or reward platform where multiple users interact with virtual chance items simultaneously.

Claim 17

Original Legal Text

17. The method of claim 16, where in the first and second probabilities assigned to the first virtual chance item are modified based on a threshold number of the users to be provided with a primary award.

Plain English Translation

This invention relates to a system for distributing virtual chance items to users, where the distribution is influenced by probabilities that are dynamically adjusted based on user engagement and award thresholds. The system assigns first and second probabilities to a virtual chance item, where the first probability determines the likelihood of a user receiving the item, and the second probability determines the likelihood of the item being a primary award. The system monitors user interactions with the virtual chance item and adjusts these probabilities based on a threshold number of users who should receive the primary award. If the number of users receiving the primary award falls below the threshold, the probabilities are modified to increase the likelihood of future users receiving the primary award. Conversely, if the threshold is exceeded, the probabilities are adjusted to reduce the likelihood of further primary awards. This ensures that the distribution of primary awards remains balanced and aligned with predefined goals, such as maintaining user engagement or meeting promotional targets. The system may also track user behavior, such as the frequency of interactions with the virtual chance item, to further refine probability adjustments. The method ensures fair and controlled distribution of rewards in digital environments, such as online games or loyalty programs.

Claim 18

Original Legal Text

18. The method of claim 11, wherein, responsive to an amount of the users that complete the specific action being greater than a threshold number of the users to be provided with a primary award, the second probability is initially a non-zero value.

Plain English Translation

This invention relates to a system for incentivizing user engagement through probabilistic rewards. The problem addressed is the need to dynamically adjust reward probabilities to maintain user interest while ensuring fair distribution of high-value awards. The system tracks user actions, such as purchases or interactions, and assigns rewards based on adjustable probabilities. A primary award, which is a high-value incentive, is distributed to a limited number of users. The system monitors the number of users who complete a specific action and compares it to a predefined threshold. If the number of users exceeds this threshold, the probability of receiving a secondary award (a lower-value incentive) is initially set to a non-zero value. This ensures that even if the primary award is not obtained, users still receive some form of reward, maintaining engagement. The system dynamically adjusts these probabilities to balance fairness and motivation, preventing frustration from excessive low-reward outcomes while encouraging continued participation. The method involves real-time monitoring of user actions, probabilistic reward distribution, and adaptive threshold-based adjustments to reward probabilities.

Claim 19

Original Legal Text

19. The method of claim 18, wherein the primary award is greater in value than the secondary award with respect to one or more criteria associated with the game.

Plain English Translation

A system and method for awarding prizes in a game involves distributing awards to participants based on their performance or participation. The primary award is of higher value than the secondary award, with the value difference determined by one or more criteria associated with the game. These criteria may include factors such as the level of skill required, the rarity of achieving the primary award, or the game's rules governing award distribution. The method ensures that the primary award is more desirable or valuable than the secondary award, incentivizing participants to strive for higher achievements. The system may track player performance, compare it against predefined thresholds, and automatically assign the appropriate award based on the criteria. This approach enhances player engagement by providing a clear hierarchy of rewards, motivating participants to aim for the more valuable primary award. The method can be applied to various types of games, including digital, physical, or hybrid formats, where differentiated awards are used to reward different levels of success or participation.

Claim 20

Original Legal Text

20. The method of claim 11, wherein the first virtual chance item includes one or more virtual goods that are purchased and/or tradable within the game.

Plain English Translation

This invention relates to virtual goods within an online game, specifically addressing the integration of tradable and purchasable virtual items as part of a chance-based reward system. The method involves generating a first virtual chance item that contains one or more virtual goods, which players can acquire through in-game purchases or trade with other players. These virtual goods are distinct from standard in-game items, as they are tied to a probabilistic reward mechanism, enhancing player engagement and monetization opportunities. The system ensures that the virtual goods are securely tracked and managed within the game's economy, preventing unauthorized duplication or manipulation. Additionally, the method may include verifying the authenticity of the virtual chance item before allowing its contents to be accessed, ensuring a fair and secure gaming experience. The invention aims to provide a dynamic and interactive way for players to obtain valuable in-game assets, while also offering developers a structured approach to monetization and player retention.

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Patent Metadata

Filing Date

January 27, 2023

Publication Date

April 2, 2024

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Incentivized task completion using chance-based awards